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Re: ackphysx.dll community version
[Re: Rackscha]
#386249
10/31/11 15:23
10/31/11 15:23
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Joined: Jul 2001
Posts: 6,904
HeelX
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Thanks! What kind of destruction - for clothes or so?
I add, repair or change some features at the moment only with regards to some requirements of a project I am working on. For now, I need proper implementation of joints. My next objective are fixed joints: two objects are then tied together so that they are immovable, but if a force (e.g. a bullet, or a ball, or an explosion) exceeds the joint's break limits, the constraint is removed automatically - imagine a wall of bricks.
In my case I need them for something different, but that doesn't matter. In fact, I need to establish two constraints between two entities at the same time and need access to the different joints - until now, the plugin just saved a to-1 association and not multiple joints. You were able to add them, of course, but the pointers were overwritten, so that they vanished into your PC's Nirvana. In the meantime, I did the same thing for wheels and the possibility to get the chassis pointer back from a wheel entity - I don't need that, but it just popped up here as a possibility and I thought it would be nice for you to have a function for that.
I also had a look on particle physics - as far as I believe, these are also scheduled by JCL as "liquid" particles. They seem to be easy to implement and are great for fluids, smoke, blood and scatter, influenced by wind, rigid object dynamics and the like.
Last edited by HeelX; 10/31/11 15:26.
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Re: ackphysx.dll community version
[Re: HeelX]
#386259
10/31/11 16:53
10/31/11 16:53
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
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Germany
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The first part sounds usefull.
What i thought when writing about destruction was realtime destruction. Someone wrote a PhysX dll in the past of ODE times and implemented a very rough version of realtime destruction.
I dont know if PhysX itself has an interface to do this.
Greets Rackscha
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: ackphysx.dll community version
[Re: Rackscha]
#386280
10/31/11 22:38
10/31/11 22:38
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Joined: Jul 2001
Posts: 6,904
HeelX
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What i thought [..] was realtime destruction. Someone wrote a PhysX dll [..] and implemented a very rough version of realtime destruction. I dont know if PhysX itself has an interface to do this. [..] Afaik, PhysX doesn't provide such an interface; you would have to do it on your own. Just out of interest - is anybody trying my new things out or am I developing into the blue?
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Re: ackphysx.dll community version
[Re: alibaba]
#386294
11/01/11 10:06
11/01/11 10:06
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Joined: Jul 2001
Posts: 6,904
HeelX
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as soon as i call pysX_run, i get empty prototype in Have you tried to compile it against the A7 plugin SDK? This could be the reason, why it doesn't work - because I compile it against the A8 plugin SDK.
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Re: ackphysx.dll community version
[Re: alibaba]
#386306
11/01/11 12:29
11/01/11 12:29
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
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Serious User
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Posts: 1,218
Germany
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@HeelX: Absolutely like your current work. But atm iam very busy and not doing any 3dgs projects.
PS: maybe you could work together with JCL so that your changes/improvements get implemented in a future official 3dgs version?
Last edited by Rackscha; 11/01/11 12:30.
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: ackphysx.dll community version
[Re: Rackscha]
#386311
11/01/11 14:08
11/01/11 14:08
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Joined: Jul 2001
Posts: 6,904
HeelX
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Hmm. no havenīt tried it, but i also have no experience in this. It is simple. Just checkout the current version, load the project in VS 2005 (or later) and bind the A7 SDK files instead of the A8 ones. If you really gonna try it, don't hesitate to ask here, I'll help you. @HeelX: Absolutely like your current work Thanks! maybe you could work together with JCL so that your changes/improvements get implemented in a future official 3dgs version? I don't think so that this will happen soon. From what I see here, our development focuses and -speeds differ very much and afaik they don't invest much into user projects at the moment due to a massive schedule for some massive features. Though, JCL said that he will look from time to time into my source code on SourceForge, he will **eventually** adapt some stuff.
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